Legend of Zelda: An RPG to the Past
Moldorms are in the same genus as Magtails, albeit more basic. Instead of having an extreme resistance to heat, they have extremely hard carapaces, a suitable material for even armor or weapons. Though not highly intelligent, they have a hive-based society- anger one, and many are sure to follow.
N Large vermin
Init +1; Senses darkvision 60 ft.; Perception +4
AC 19, touch 10, flat-footed 18 ( +2 Dex, +8 natural, -1 size)
HP 42 (4d8 +12)
Fort +6, Ref +1, Will +0
Immune mind-affecting effects
Weakness Target attacks to the tail
Speed 40 ft., climb 40 ft.
Melee bite +10 (2d6 +6 plus poison)
Special Attacks poison
Str 20, Dex 15, Con 16, Int —, Wis 10, Cha 2
Base Atk +4; CMB +5; CMD 16 (can’t be tripped)
Feats Weapon Focus (bite), Dodge, Improved Natural Attack
Skills Climb +11, Perception +4, Stealth +5; Racial Modifiers +4 Perception, +8 Stealth
Bite—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
King and Queen of the Sands of Rage, this massive breeding pair of Moldorms are the progenitors of their race, eons old and likely around for the creation of Termina. Covered in a extremely strong carapace, leaving only it’s head and tail exposed. Supposedly, Twinmold is the reason why Ikana Valley is cursed, though anyone who might have been around for the curse is long gone.
|GIANT MASKED INSECT: TWINMOLD||CR 11|
N Colossal vermin
Init +4; Senses darkvision 60 ft.; Perception +8
AC 29, touch 6, flat-footed 25 ( +23 natural, -8 size, +4 Dex)
HP 175 (10d8 +130)
Fort +20, Ref +7, Will +7;
Immune mind-affecting effects;
Weakness targeted attacks to the eyes or tail, cold or fire(based on which Twin you attack)
Speed 60 ft., climb 60 ft. , fly 60 ft. (perfect)
Melee Bite +19 (4d6 +28 plus poison), slam (3d6 +28)
Space 30 ft.Reach 30 ft.
Special Attacks trample (6d6 +24, DC 35), swallow whole (4d6 +28, AC 22, HP 17), smash breach
Str 51, Dex 19, Con 37, Int -, Wis 18, Cha 10;
Base Atk 7; CMB 35; CMD 49
Skills Climb +28, Perception +8, Stealth -4; Racial Modifiers +4 Perception, +8 Stealth
Bite-injury; save Fort DC 28; frequency 1/round for 6 rounds; effect 1d6 Dex; cure 2 consecutive saves.
Smash Breech (Ex)
As a full-round action, Twinmold can make a special charge attack against creatures on the surface of the sand. At the end of its charge, Twinmold breaches, then slams down onto the target with incredible force. Any Huge or smaller creatures in the his space must make a DC 27 Reflex save or take 4d8 +30 points of bludgeoning damage and be forced into the nearest square that is adjacent to him. This breach automatically attempts to destroy any items caught wholly or partially in this area. The save DC is Constitution-based.
Twinmold can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.